mutter/cogl/cogl-matrix.h
Robert Bragg 0bce7eac53 Intial Re-layout of the Cogl source code and introduction of a Cogl Winsys
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.

Currently this is the structure I'm aiming for:
cogl/
    cogl/
	<put common source here>
	winsys/
	   cogl-glx.c
	   cogl-wgl.c
	driver/
	    gl/
	    gles/
	os/ ?
    utils/
	cogl-fixed
	cogl-matrix-stack?
        cogl-journal?
        cogl-primitives?
    pango/

The new winsys component is a starting point for migrating window system
code (i.e.  x11,glx,wgl,osx,egl etc) from Clutter to Cogl.

The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.

Overview of the planned structure:

* The winsys/ API is the API that binds OpenGL to a specific window system,
  be that X11 or win32 etc.  Example are glx, wgl and egl. Much of the logic
  under clutter/{glx,osx,win32 etc} should migrate here.

* Note there is also the idea of a winsys-base that may represent a window
  system for which there are multiple winsys APIs.  An example of this is
  x11, since glx and egl may both be used with x11.  (currently only Clutter
  has the idea of a winsys-base)

* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
  representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
  GLES 1.1 (fixed funciton) and 2.0 (fully shader based)

* Everything under cogl/ should fundamentally be supporting access to the
  GPU.  Essentially Cogl's most basic requirement is to provide a nice GPU
  Graphics API and drawing a line between this and the utility functionality
  we add to support Clutter should help keep this lean and maintainable.

* Code under utils/ as suggested builds on cogl/ adding more convenient
  APIs or mechanism to optimize special cases. Broadly speaking you can
  compare cogl/ to OpenGL and utils/ to GLU.

* clutter/pango will be moved to clutter/cogl/pango

How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"

Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps

As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
2009-10-16 18:58:50 +01:00

291 lines
8.6 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_MATRIX_H
#define __COGL_MATRIX_H
#include <glib.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-matrix
* @short_description: Fuctions for initializing and manipulating 4x4
* matrices.
*
* Matrices are used in Cogl to describe affine model-view transforms, texture
* transforms, and projective transforms. This exposes a utility API that can
* be used for direct manipulation of these matrices.
*/
typedef struct _CoglMatrix CoglMatrix;
/**
* CoglMatrix:
*
* A CoglMatrix holds a 4x4 transform matrix. This is a single precision,
* column-major matrix which means it is compatible with what OpenGL expects.
*
* A CoglMatrix can represent transforms such as, rotations, scaling,
* translation, sheering, and linear projections. You can combine these
* transforms by multiplying multiple matrices in the order you want them
* applied.
*
* The transformation of a vertex (x, y, z, w) by a CoglMatrix is given by:
*
* |[
* x_new = xx * x + xy * y + xz * z + xw * w
* y_new = yx * x + yy * y + yz * z + yw * w
* z_new = zx * x + zy * y + zz * z + zw * w
* w_new = wx * x + wy * y + wz * z + ww * w
* ]|
*
* Where w is normally 1
*
* <note>You must consider the members of the CoglMatrix structure read only,
* and all matrix modifications must be done via the cogl_matrix API. This
* allows Cogl to annotate the matrices internally. Violation of this will give
* undefined results. If you need to initialize a matrix with a constant other
* than the identity matrix you can use cogl_matrix_init_from_array().</note>
*/
struct _CoglMatrix
{
/*< private >*/
/* column 0 */
float xx;
float yx;
float zx;
float wx;
/* column 1 */
float xy;
float yy;
float zy;
float wy;
/* column 2 */
float xz;
float yz;
float zz;
float wz;
/* column 3 */
float xw;
float yw;
float zw;
float ww;
/* Note: we may want to extend this later with private flags
* and a cache of the inverse transform matrix. */
float _padding0[16];
gulong _padding1;
gulong _padding2;
gulong _padding3;
};
/**
* cogl_matrix_init_identity:
* @matrix: A 4x4 transformation matrix
*
* Resets matrix to the identity matrix:
* <programlisting>
* .xx=1; .xy=0; .xz=0; .xw=0;
* .yx=0; .yy=1; .yz=0; .yw=0;
* .zx=0; .zy=0; .zz=1; .zw=0;
* .wx=0; .wy=0; .wz=0; .ww=1;
* </programlisting>
*/
void cogl_matrix_init_identity (CoglMatrix *matrix);
/**
* cogl_matrix_multiply:
* @result: The address of a 4x4 matrix to store the result in
* @a: A 4x4 transformation matrix
* @b: A 4x4 transformation matrix
*
* This function multiples the two supplied matricies together and stores
* the result in @result
*/
void cogl_matrix_multiply (CoglMatrix *result,
const CoglMatrix *a,
const CoglMatrix *b);
/**
* cogl_matrix_rotate:
* @matrix: A 4x4 transformation matrix
* @angle: The angle you want to rotate in degrees
* @x: X component of your rotation vector
* @y: Y component of your rotation vector
* @z: Z component of your rotation vector
*
* This function multiples your matrix with a rotation matrix that applies
* a rotation of #angle degrees around the specified 3D vector.
*/
void cogl_matrix_rotate (CoglMatrix *matrix,
float angle,
float x,
float y,
float z);
/* cogl_matrix_translate:
* @matrix: A 4x4 transformation matrix
* @x: The X translation you want to apply
* @y: The Y translation you want to apply
* @z: The Z translation you want to apply
*
* This function multiples your matrix with a transform matrix that translates
* along the X, Y and Z axis.
*/
void cogl_matrix_translate (CoglMatrix *matrix,
float x,
float y,
float z);
/**
* cogl_matrix_scale:
* @matrix: A 4x4 transformation matrix
* @sx: The X scale factor
* @sy: The Y scale factor
* @sz: The Z scale factor
*
* This function multiples your matrix with a transform matrix that scales
* along the X, Y and Z axis.
*/
void cogl_matrix_scale (CoglMatrix *matrix,
float sx,
float sy,
float sz);
/**
* cogl_matrix_frustum:
* @matrix: A 4x4 transformation matrix
* @left: coord of left vertical clipping plane
* @right: coord of right vertical clipping plane
* @bottom: coord of bottom horizontal clipping plane
* @top: coord of top horizontal clipping plane
* @z_near: positive distance to near depth clipping plane
* @z_far: positive distance to far depth clipping plane
*
* Multiplies the matrix by the given frustum perspective matrix.
*/
void cogl_matrix_frustum (CoglMatrix *matrix,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far);
/**
* cogl_matrix_perspective:
* @matrix: A 4x4 transformation matrix
* @fov_y: A field of view angle for the Y axis
* @aspect: The ratio of width to height determining the field of view angle
* for the x axis.
* @z_near: The distance to the near clip plane.
* Never pass 0 and always pass a positive number.
* @z_far: The distance to the far clip plane. (Should always be positive)
*
* Multiplies the matrix by the described perspective matrix
*
* Note: you should be careful not to have to great a @z_far / @z_near ratio
* since that will reduce the effectiveness of depth testing since there wont
* be enough precision to identify the depth of objects near to each other.
*/
void
cogl_matrix_perspective (CoglMatrix *matrix,
float fov_y,
float aspect,
float z_near,
float z_far);
/**
* cogl_matrix_ortho:
* @matrix: A 4x4 transformation matrix
* @left: The coordinate for the left clipping plane
* @right: The coordinate for the right clipping plane
* @bottom: The coordinate for the bottom clipping plane
* @top: The coordinate for the top clipping plane
* @z_near: The coordinate for the near clipping plane (may be negative if
* the plane is behind the viewer)
* @z_far: The coordinate for the far clipping plane (may be negative if
* the plane is behind the viewer)
*
* Multiples the matrix by a parallel projection matrix.
*/
void
cogl_matrix_ortho (CoglMatrix *matrix,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far);
/**
* cogl_matrix_init_from_array:
* @matrix: A 4x4 transformation matrix
* @array: A linear array of 16 floats (column-major order)
*
* This initialises @matrix with the contents of @array
*/
void cogl_matrix_init_from_array (CoglMatrix *matrix, const float *array);
/**
* cogl_matrix_get_array:
* @matrix: A 4x4 transformation matrix
*
* This casts a CoglMatrix to a float array which can be directly passed to
* OpenGL.
*
* Return value: a pointer to the float array
*/
G_CONST_RETURN float *cogl_matrix_get_array (const CoglMatrix *matrix);
/**
* cogl_matrix_transform_point:
* @matrix: A 4x4 transformation matrix
* @x: The X component of your points position [in:out]
* @y: The Y component of your points position [in:out]
* @z: The Z component of your points position [in:out]
* @w: The W component of your points position [in:out]
*
* This transforms a point whos position is given and returned
* as four float components.
*/
void
cogl_matrix_transform_point (const CoglMatrix *matrix,
float *x,
float *y,
float *z,
float *w);
G_END_DECLS
#endif /* __COGL_MATRIX_H */